Monday, 22 April 2013

2d Lesson 22 - Muscle Anatomy Study

This week's brief was studying the various major muscles of the human body, researching and painting an illustration indicating the majority of major muscles.

Research

  • Muscles exist to create force and motion in the body, and are in control in the change of posture for the body.
  • It's formed and made up of protein filaments.
  • Muscles can be seen moving beneath the sky, provided the body has a low enough body of fat.
  • Certain appendages such as fingers and toes, are controlled by tendons rather than muscle.
  • Muscles can grow and expand over time when they are exposed to tension and weight, and a supply of protein in the body's diet.
  • The basic movement of muscles are contraction and expansion.
I started off by studying a few of the major muscles and sketching them out.


I started off by studying the leg and ab muscles, generally because they are the muscles responsible for dynamic poses - squatting and tensing leg muscles will come from the core and abs. I found the leg muscles to be the most interesting, as they have so many different muscles making up the leg, and it's more than just bulging out.

 
Next I was looking at the arms and upper body. I didn't go as in depth of this one, as I understand the fundamentals of how the upper body looks in a pose, I found it worthwhile looking at the way the muscles bulge out and contort as these will be best way to indicate strength on a character.


I used the skeleton as the literal base for my muscles, and simply began painting out the silhouette of man. Then I went into separating out the muscles, drawing the lines that intersect, along with the tendons, and cardiac muscle.


Then all that was left really, was to polish and add detail to the illustration and mark out the muscles more clearly.



When finished I annotated the major muscles.



When I was done, I also added a variation with the skeleton overlaying the muscles.



And another variation with the muscle cut away to reveal the skeleton.



Overall I'm very happy with how my illustration came out, I definitely feel I have got a better grasp on the muscles that make up the body, and how they contract and move, and I'll be certain to apply this knowledge to my future drawings and character designs.

Wednesday, 17 April 2013

Mudbox Lessons 3 & 4: Zombie Thing and Muscles

Lesson 3 - Zombie Thing

Following our studies on the human skeleton we were tasked with trying to create a skeleton in Mudbox. However this proved too challenging at the time we were allowed to create a zombie/flesh skeletal creature instead.



I started off with a skeleton reference and simply painted off where the various bones would be onto the model to act as a guide.


I experimented with using the mask tool as well, however it didn't work very well at all, as half the time it wouldn't mask or it would mess up the model when using the sculpt tool. Overall I found the task very difficult and I wasn't happy with my results at all, so I ended up giving up on it.


I think with more practice I could achieve a better result, but at the time I found it too challenging. Still at least it resembles a skeleton-thing.

Lesson 4 - Muscles

Our next task was focused on muscle anatomy and we had to create a sort of flayed sculpture showing off the muscles.



 This was alot easier than the skeleton sculpt, I started off with using an image of muscles as a stencil and filled in where the muscles were on the body. Next I just sculpted and raised the actual muscles, and chiseled into the gaps between them.


Adding additional subdivision levels made it easier to define the muscle on the model.


I was a more pleased with this outcome than the skeleton one, it's definitely not perfect but I found it a fun exercise in learning anatomy and mapping the muscles.

3d Lesson 20 - Maya Death Star Turret Normal Maps


Since the last update with the Maya turret we've mainly been texturing it, and learning how to make normal maps in Maya.


To start with I would duplicate the turret, and add additional details to it - increasing the poly count and adding depth and bumps. After sorting out the uv maps on the original lower poly model, I exported both turrets soon after.


 Using a program called xNormal I generated an ambient and normal map from the higher res model which could be applied to the lower polygon turret- giving it extra details without the higher polygon count. I also used the ambient map as the base for my colour/diffuse texture.

I found this a useful method overall as it can really add additional detail to a model making it stand out, whilst still being optimised with the lower polygon count.

Sunday, 14 April 2013

Mudbox Lessons 1 &2 - Experiment and Old Man

Lesson 1 - Experiment

My first two Mudbox lessons served as an introduction to the program, and a means to familiarize with the tools.

The first lesson we were not given a task in particular just simply had to adjust to playing with the various tools.

I found the program very easy to use, but with obvious depth to separate veteran users from new ones.

I enjoyed the various sculpting tools as you could easily achieve a result instantly, and the layer system was similar to that in Photoshop that allowed me to put detail atop detail.


For this piece I played around with the various brush tools, and just had fun pulling and molding the face model. It's nothing special at all, but I had fun with the piece.

Lesson 2 - Old Man

Our second lesson we had to create an old man's face from a photo-reference, it sounded difficult but actually proved to be quite simple.



We were shown how to use the stencil tool that could paint or even transfer detail from an image onto the model, it's a really cool feature that can actually make modelling and texturing so much easier.


I started by only painting the front of the man's face on via the stencil tool, then I simply used the photo as a reference and just modeled the face to match the man's as best I could, adding additional subdivision layers for more detail.


I'm fairly pleased with how the piece came out, I found out I could also paint the texture in Photoshop and transfer it over, which is another nice feature. I had the most difficulty with the ears, as it's very difficult to model them, at least at this stage.

Tuesday, 26 March 2013

2d Lesson 21 - Skeleton Overlay

 
 
 
This lesson we just did a quick skeleton overlay, to put forward our knowledge on anatomy.
 
We had to simply paint the skeleton over the runner to try and match the bone movement accurately, I think I achieved the task quite well, although I did not worry too much about detail due to the nature of being a quick sketch.
 
I can see that studying anatomy has helped quite alot.
 

Monday, 25 March 2013

2d Lesson 20 - Skeleton Anatomy Study

This week's brief was to study the human skeleton, do research and paint an illustration annotating various bones on the skeleton.

Research

  • Humans have 24 ribs, consisting of 12 pairs - the first seven and most visible ribs are known as the true ribs and attach directly to the sternum.
  • The skeleton has a variety of joints that include:
    • Fibrous joints connect the bones and restrict movement.
    • Cartilaginous joints connect the bones with cartilage and allow little movement.
    • Synovial joints allow for the most movement. 
    • The Hinge joint allows extension and retraction of an appendage. 
    • The Saddle joint allows movement back and forth and up and down, but no rotation.
    • Ball and socket joints allow for radial movement in all directions.
    • Ellipsoid joints allow radial movement but to a lesser degree.
    • Pivot joints can rotate limbs around an axis.
    • Plane/Gliding joints allow bones to slide past each other.
  • Females tend to have larger pelvis bones than males.
  • The fore-arm consists of two bones, the radial and the ulna that twist around one another to form movement in the fore-arm.
  • The segmented sections of the spine slide over one another to form bends and movement in the body.

To begin my study, I started with a few sketches of various different bones.



I first looked at the various different types of joints, and drew examples of them from reference, I was surprised at the variety of joints and how machine like they were. I made sure to annotate the way the different joints move for reference - this will help me in the future, when posing characters as I'll be able to know which limb can move in which direction.


The second lot of sketches was just of a few bones that I wouldn't be studying up close in the full body skeleton illustration, I decided to pick some of the larger bones, and just had fun sketching out they are formed and connected.


 I started off by simply sketching out the rough location of the bones and from reference, it wasn't particularly difficult - and it actually comes across as being quite easy to pose the skeleton when you realize how the joints are connected.

Once I had gotten all poses painted, I made some corrections to the shadows and lighting, and also altered the length of the legs as they were looking a little short.



When I was happy with what I had I made a copy with annotations to the various bones and joints.



Overall I m pleased with the outcome, although admittedly I had little time to work on it, as due to the myuca website being down for me, I only received the assignment the night before, but given the limited time I feel I've done well and broadened my understanding of the human skeleton in this quick study and illustration.

Wednesday, 20 March 2013

Life Drawing Lesson 11 - Skeleton Redux





This week we returned to looking at the skeleton installation that we drew near the beginning of the life-drawing lessons.


 Unfortunately I was late to the lesson, due to trains, but we started off with doing very quick sketches of our classmates in various poses, using both our left and right hand. I struggled catching up with this exercise, and I'm not particularly happy with how the sketches came out, but I feel the majority of the poses are drawn well.


For the final two sketches I made use of a brown coloring pencil, and I found it very useful to do my drawings. On the first drawing I stuck with line art and I'm fairly happy with how the skeleton came out- I think the arm is a little off, but I overall I'm quite happy with the drawing.

For the last sketch (image at top of post) I used the pencil to shade, and this gave a much better sense of dimension and detail, I really enjoyed using this particularly medium, it was easy to control the tone and if I had more time, I think I could of done a really accurate anatomy illustration.

Wednesday, 13 March 2013

Life Drawing 10 - Female Model 3


This week we had a new female model in, and our aim was to concentrate on using alternate techniques.


To begin with we started with trying to trying to draw the model's silhouette using a single-line, I'm happy with the turn out on this exercise - as I feel the silhouette is very strong, though it was a challenge to capture the pose within the single use of a line.


The next set of exercises was to use a variety of media to draw her. We started with a sketch with using the left hand- I found this incredibly difficult, due to the face my arm wasn't comfortable with drawing this way, and many of the lines were twitchy. The next two images were done in charcoal then in felt pen- the latter of which I didn't enjoy as I could not use shading at all, so the image came out very cartoony.


The last two longer sketches, were done with charcoal, and I'm proud with the turn out on this - I feel my sketches have gotten lot more 3 dimensional - and are far more interesting to look at.

Monday, 11 March 2013

3d Lesson 19 - CAT Animation Lesson

This week's assignment was to work through a set of CAT Rigging tutorials for 3ds Max, in order to create our own animations and bipeds.

Part 1 - Preset Rigs

The first tutorial introduced the preset rigs that came with the CAT software, in this case I used the base humanoid.


The CAT biped is far more user friendly version of the standard biped, I did not have any trouble setting it up around the provided model.


Once I had the biped wrapped around the model, all I had to do was add a skin modifier, and then I played one of the pre-loaded animations that CAT has built into it.


To my surprise the model animated fairly well even without weights, I really like the biped as it cuts down on the amount of work needed, compared to using the default built in biped.

Part 2 - Custom Rigs

The next thing was learning how to make my own custom rig, for a model.



Thankfully this was far easier than I initially thought. I started off by making the pelvis and lining that up on the model, the next stage was simply to add legs then a spine and just gradually add more bones, or complete limbs from the inbuilt menu.


Once the main skeleton was done, I added additional jiggle/ detail bones for the belly and bane, before skinning the model the same way as the humanoid.


Even a custom rig animates really well, although it's not perfect, yet I can see this tool being incredibly useful in creating base rigs and animations.

Part 3 - Absolute Layers

The third tutorial was looking into the CAT's animation layers, which work as a way of separating and blending animations together.




To start off with, I made a new animation layer, and animated the rig in a handshake animation - this is a useful tool as it makes it far easier to sort through animations and poses.


I created a second layer, which is displays over the first, and animated the rig waving. The tutorial ended by explaining how I can use the layer weights, which work much like opacity in Photoshop  to blend animations together, or to hide one or the other.

Part 4 - Adjustment Layers

Adjustment layers are a quick way of tweaking an animation.



I imported an animation from another biped and merged it with my current one, they merged together but I had to tweak my biped to even out a few errors. This is where the adjustment levels came in, and allowed me to tweak and straighten out the bones.


I found this feature really cool, as I could perfect an animation over time with a few small tweaks.

Part 5 - CATmotion Layers


The final layer type was the CATmotion layers. I'm assuming these import preexisting built in animations or animations captured from mo-cap suits.


Anyway, this was another simple task of simply, altering existing values to turn the default CATanimation run, into something far more believable. I also noted that I did not have to alter any existing weights, as altering the values of the animation altered the weights of the model to smooth out the animation.


I could also have the animation follow a path, that I constrained the model to, on top of this the path can edit itself to walk over terrain.


I really enjoyed using this tool, and I definitely would consider trying out animating overall if projects made use of this feature.